6,155 research outputs found
An Extendable Multiagent Model for Behavioural Animation
This paper presents a framework for visually
simulating the behaviour of actors in virtual environments.
In principle, the environmental interaction
follows a cyclic processing of perception,
decision, and action. As natural life-forms
perceive their environment by active sensing,
our approach also tends to let the artificial actor
actively sense the virtual world. This allows
us to place the characters in non-preprocessed
virtual dynamic environments, what we call
generic environments. A main aspect within
our framework is the strict distinction between
a behaviour pattern, that we term model, and
its instances, named characters, which use the
pattern. This allows them sharing one or more
behaviour models. Low-level tasks like sensing
or acting are took over by so called subagents,
which are subordinated modules extendedly
plugged in the character. In a demonstration
we exemplarily show the application of
our framework. We place the same
character in different environments and let it
climb and descend stairs, ramps and hills autonomously.
Additionally the reactiveness for
moving objects is tested. In future, this approach
shall go into action for a simulation of an urban
environment
Experimental archeology and serious games: challenges of inhabiting virtual heritage
Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoplesâ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both âvirtualâ studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments
DocuDrama
This paper presents an approach combining concepts of virtual storytelling with cooperative processes. We will describe why storytelling is relevant in cooperation support applications. We will outline how storytelling concepts provide a new quality for groupware applications. Different prototypes illustrate a combination of a groupware application with various storytelling components in a Theatre of Work
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Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
Animating Virtual Human for Virtual Batik Modeling
This research paper describes a development of animating virtual human for virtual
batik modeling project. The objectives of this project are to animate the virtual
human, to map the cloth with the virtual human body, to present the batik cloth, and
to evaluate the application in terms of realism of virtual human look, realism of
virtual human movement, realism of 3D scene, application suitability, application
usability, fashion suitability and user acceptance. The final goal is to accomplish an
animated virtual human for virtual batik modeling. There are 3 essential phases
which research and analysis (data collection of modeling and animating technique),
development (model and animate virtual human, map cloth to body and add a music)
and evaluation (evaluation of realism of virtual human look, realism of virtual human
movement, realism of props, application suitability, application usability, fashion
suitability and user acceptance). The result for application usability is the highest
percentage which 90%. Result show that this application is useful to the people. In
conclusion, this project has met the objective, which the realism is achieved by used a
suitable technique for modeling and animating
Direct Manipulation-like Tools for Designing Intelligent Virtual Agents
If intelligent virtual agents are to become widely adopted it is vital that they can be designed using the user friendly graphical tools that are used in other areas of graphics. However, extending this sort of tool to autonomous, interactive behaviour, an area with more in common with artificial intelligence, is not trivial. This paper discusses the issues involved in creating user-friendly design tools for IVAs and proposes an extension of the direct manipulation methodology to IVAs. It also presents an initial implementation of this methodology
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